Why 'learning boss fights' is not feasible in Last Epoch

I’m kind of curious about a disconnect in logic in one of the points made in the original video. You say “boss mechanics don’t change from lower difficulties to higher difficulties, just in the scaling of damage and health.” You then go on to say “at those lower difficulties the mechanics can be ignored because the bosses are so weak.” So I’m curious how this isn’t the teaching about boss mechanics from lower difficulty (where even if you don’t avoid things and live, you get to see it), and then stepping up each difficulty, seeing the same mechanics over and over, until you eventually reach the toughest version. How is this not giving a lot of knowledge and experience for the fight mechanics?

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The damage ramp from 3 to 4 is basically like 2-3x damage it feels like it most cases.

This means 90% of the stuff you can tank on t3 you cant on t4, so all of the strats you use for t3 like “oh I can tank the water blast on julra that saves me from having to move and play around spinning beams” is not gonna help you when in t4 everything one shots you.

In many harder games understanding the hits you can take then heal up is core to the learning experience. sometimes its better to take a hit and heal up afterwards then it is to put yourself in a really bad position dodging an attack that does chip damage.

You cant learn what you can stat check until you are on t4, like lightless arbor I was able to tank every single hit leading up to t4 and it was sorta a system shock on t4 where almost everything was 1 shotting me or nearly 1 shotting me. I was able to tank the slams in the previous difficulties, and so I never learned how to dodge them. I simply stood in them and really didnt learn the fight until t4.

The easier difficulties basically dont teach you, and if they do, its bad habits.

exactly this. I didn’t make this point super clear, but this is what I meant. The lower tier fights aren’t representative for tier 4, and so they don’t prepare you for it. The only way to learn tier 4 is to do tier 4, and the game doesn’t let you do that.

God this is so frustrating if you aren’t ranged, or a minion build. Having to remember to position yourself to do damage, while moving every 1-2 seconds from the next 1-shot mechanic is why I stopped playing any melee. Ranged is about the same, but your immediate vicinity is less cluttered, and dodging most mechanics is far easier. Minions, as long they don’t die… they are always doing damage for you, so you can just focus on the moving out of the 1-shot gib.

My first dungeon boss experience (started at tier 2 because I saw no reason to do tier 1 when I’m level 66) was pretty garbage tbh. Didn’t have a problem with any of the dungeon prior, don’t even think I dropped below 50% HP at any point. So I didn’t expect much difficulty with the boss.

Nerp, got 1 hit by a giant AoE that covers at least half of the play area and gives you a miniscule safe patch near the gate thingy and about 2 seconds max to get out of it (lightless arbor titan). I didn’t know it was coming & I was positioned almost in the middle of it. There was no way I could have gotten out of it in time.

I was necro with over 1k HP/300ish ward and 52% physical resist (the AoE was physical). I’m not sure if those stats are decent or not (apparently not), but I haven’t been 1 hit or struggled with anything prior, including Majasa which I beat at lvl 64 on my second try.

I just logged out for the night after that lmao. I would have kept hammering at it if there was a checkpoint at the boss area or something, but after that BS I wasn’t going to redo the whole dungeon to try again.

I get that this is beta so I’m not really upset about it, but it doesn’t seem like learning bosses is going to be fun at all in this state.

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Hug the bottom right corner of the patch, NOT in the patch or you go squish.

Also note. In Tier 4 those boulders hit like a fucking truck and you HAVE to dodge them or have absurdly good defense. It 1 hit me through about 10k armour at that time…but the damage ramps up so high (400%).

Thank you for making this video.
I was going to make a thread, but I figured it was probable that some one had already had made it.

With regards to how difficult bosses are mechanically:

I feel some bosses are too spammy and too quick. Moves , attacks, casts fast and the warning on the floor doesn’t give enough time to react.

Downtime is important. World of Warcraft bosses have downtime! Even in Mythic.
Souls bosses have down time.

I just fought the fire axe guy at the end of the endless dungeon, I’m playing an acolyte, I have to keep my distance. But he has a charge, I teleport, in less than 2 seconds, he casts fire from the sky, teleport on cooldown, no time to run since the telegraph lasts less than 1 second: I’m dead.
It wouldn’t be much of a problem if I could retry the it.

The boss difficulty can be greatly increased by picking certain modifiers such as frenzy & hàste. If you have those modifiers active it’s a very good idea to do some easy monos to let them time out.

What do you mean “let them time out”?

I leave the dungeon and go do monoliths?

If you do any echo, 1st or 2nd quest echo or special echo (Beacon or Vessel) all active enemy modifiers will get reduced by 1 remainign echo.

So if you have particularly nasty modifiers for a boss you are about to fight, you can make use of that to let those run out.

(All of that only applies to monolith bosses)

I wasn’t doing an echo, I was in the endless dungeon. I had to use the key.

Am I confusing the two?

Yeah I think there is some majro confusing goign on here.

There is:
Monolith Of Fate
Dungeons (T1-T4)
Endless Arena

Only the Arena and Monolith are “endless”

Yes!!
Sorry haha

Endless arena. That’s what I was doing.

tldr. so ill just state my opinion. i found the bosses really fun and engaging. making them easier would be a waste of such good fights. at at time i waned to suggest that the boss with the beam should have it alternate from clock wise to counter clock-wise. or even be random so the boss is not boring. i would be fine with having mini bosses that have reduced dmg and similar abilities earlier in the campaign so you get used to mechanics.

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This was one of my suggestions several patches ago. The Pannion fight at level (10-12) where he just spins in a circle but should give a tell which way that is going to be so it does not just mow you down. Maybe a glow red clockwise, blue counter-clockwise. Mini bosses were suggested several times, but even there they were speedbumps or bypassed for the versions we find in the monolith.

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